Privacy chat trigger using mutual eye contact

ABSTRACT

Player-to-player eye contact is used to establish a private chat channel in an augmented reality (AR) or virtual reality (VR) setting. Since maintaining eye contact requires agreement from both parties, it allows both players an equal amount of control when performing the mutual action. Eye tracking may be used for determining whether mutual eye contact has been established. In the case of AR, “inside out” eye tracking can be used, whereas in a VR setting only inside eye tracking need be used. Techniques are described to confirm and establish a channel once eye contact has been held.

FIELD

The present application relates to technically inventive, non-routinesolutions that are necessarily rooted in computer technology and thatproduce concrete technical improvements.

BACKGROUND

Multiple players can interact in augmented reality (AR) and virtualreality (VR) computer games, sometimes as team members.

SUMMARY

As understood herein, it may be desirable to surreptitiously establish acommunication channel between two users in an AR or VR setting that isintuitive and easy to employ. In overview, eye tracking may be used ontwo or more players in an AR or VR game or other AR/VR setting todetermine whether two players have made eye contact with each other, andif so, a private chat channel is established. Because maintaining eyecontact requires agreement from both parties, it allows both players anequal amount of control when performing the mutual action. In the caseof AR, “inside out” eye tracking can be used, whereas in a VR settingonly inside eye tracking need be implemented. Techniques are describedfor confirming and establishing a channel once eye contact has beenheld.

Accordingly, as envisioned herein, a storage device includes at leastone computer medium that is not a transitory signal and that in turnincludes instructions executable by at least one processor to identifythat a first user in a virtual reality (VR) or augmented reality (AR)setting has made mutual eye contact with a second user in the VR or ARsetting, and responsive to identifying that the first and second usershave made mutual eye contact, establish a communication channel betweenthe first and second users.

In some embodiments, the communication channel includes a private chatchannel. In non-limiting examples, the instructions are executable tomaintain the communication channel only as long as the first and secondusers are identified as having mutual eye contact with each other. Innon-limiting implementations the instructions are executable toestablish the communication channel responsive to a determination thatthe first and second users are identified as having mutual eye contactwith each other for at least a non-zero time period.

In example embodiments, if desired the instructions may be executable toterminate the communication channel responsive to a verbal cue, and/orresponsive to a signal imparted by one or more eyes of at least one ofthe users, e.g., winking or blinking.

In some implementations, the instructions can be executable to allow athird user to access the communication channel responsive to identifyingthat the first and second users are both looking at the third user. Inother examples, a third user may be allowed access to the communicationchannel responsive to identifying that at least one of the first user orsecond user is looking at the third user.

In examples, the setting is an AR setting, and identifying that thefirst user has made mutual eye contact with the second user includesdetermining that the first user has looked toward a physical location ofthe second user. In the AR setting, the AR headset is not limited tojust external eye tracking. The AR. headset can have eye tracking thatalso can be used by an AR application. For example, if the AR headsetdetermines that two people are in the same space, then it can share(using peer-to-peer or via a server) the eye position of all people inthe space such that other users share the information from the ARheadset.

In other examples, the setting is a VR setting, and identifying that thefirst user has made mutual eye contact with the second user includesdetermining that the first user has looked toward a virtual location ofthe second user in VR space.

In another aspect, a method includes using player-to-player eye contactto identify whether a first player in an augmented reality (AR) orvirtual reality (VR) game has established mutual eye contact with asecond player. The method also includes, responsive to identifying thatmutual eye contact has been established between the first and secondplayers, establish a communication channel between the first and secondplayers.

In another aspect, a system includes at least a first augmented reality(AR) or virtual reality (VR) headset wearable by a first user, at leasta second AR or VR headset wearable by a second user, and respectivecameras configured to produce image signals of the eyes of the first andsecond users. At least one processor is configured with instructions forexecuting eye tracking using the image signals to render an output andestablishing at least a communication channel between the first andsecond users responsive to the output satisfying at least one criteria.

The details of the present application, both as to its structure andoperation, can be best understood in reference to the accompanyingdrawings, in which like reference numerals refer to like parts, and inwhich:

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an example system consistent with presentprinciples;

FIG. 2 is a block diagram of an example specific system;

FIG. 3 is a flow chart of example logic consistent with presentprinciples; and

FIG. 4 is a screen shot of an example chat window.

FIG. 5 is an illustration of an example user interface consistent withpresent principles.

DETAILED DESCRIPTION

This disclosure relates generally to computer ecosystems includingaspects of consumer electronics (CE) device networks such as but notlimited to computer game networks. A system herein may include serverand client components, connected over a network such that data may beexchanged between the client and server components. The clientcomponents may include one or more computing devices including gameconsoles such as Sony PlayStation® or a game console made by Microsoftor Nintendo or other manufacturer, virtual reality (VR) headsets,augmented reality (AR) headsets, portable televisions (e.g. smart TVs,Internet-enabled TVs), portable computers such as laptops and tabletcomputers, and other mobile devices including smart phones andadditional examples discussed below. These client devices may operatewith a variety of operating environments. For example, some of theclient computers may employ, as examples, Linux operating systems,operating systems from Microsoft, or a Unix operating system, oroperating systems produced by Apple Computer or Google. These operatingenvironments may be used to execute one or more browsing programs, suchas a browser made by Microsoft or Google or Mozilla or other browserprogram that can access websites hosted by the Internet serversdiscussed below. Also, an operating environment according to presentprinciples may be used to execute one or more computer game programs.

Servers and/or gateways may include one or more processors executinginstructions that configure the servers to receive and transmit dataover a network such as the Internet. Or, a client and server can beconnected over a local intranet or a virtual private network. A serveror controller may be instantiated by a game console such as a SonyPlayStation®, a personal computer, etc.

Information may be exchanged over a network between the clients andservers. To this end and for security, servers and/or clients caninclude firewalls, load balancers, temporary storages, and proxies, andother network infrastructure for reliability and security. One or moreservers may form an apparatus that implement methods of providing asecure community such as an online social website to network members.

As used herein, instructions refer to computer-implemented steps forprocessing information in the system. Instructions can be implemented insoftware, firmware or hardware and include any type of programmed stepundertaken by components of the system.

A processor may be any conventional general-purpose single- ormulti-chip processor that can execute logic by means of various linessuch as address lines, data lines, and control lines and registers andshift registers.

Software modules described by way of the flow charts and user interfacesherein can include various sub-routines, procedures, etc. Withoutlirrritrng the disclosure, logic stated to be executed by a particularmodule can be redistributed to other software modules and/or combinedtogether in a single module and/or made available in a shareablelibrary.

Present principles described herein can be implemented as hardware,software, firmware, or combinations thereof; hence, illustrativecomponents, blocks, modules, circuits, and steps are set forth in termsof their functionality.

Further to what has been alluded to above, logical blocks, modules, andcircuits described below can be implemented or performed with ageneral-purpose processor, a digital signal processor (DSP), a fieldprogrammable gate array (FPGA) or other programmable logic device suchas an application specific integrated circuit (ASIC), discrete gate ortransistor logic, discrete hardware components, or any combinationthereof designed to perform the functions described herein. A processorcan be implemented by a controller or state machine or a combination ofcomputing devices.

The functions and methods described below, when implemented in software,can be written in an appropriate language such as but not limited toJava, C# or C++, and can be stored on or transmitted through acomputer-readable storage medium such as a random access memory (RAM),read-only memory (ROM), electrically erasable programmable read-onlymemory (EEPROM), compact disk read-only memory (CD-ROM) or other opticaldisk storage such as digital versatile disc (DVD), magnetic disk storageor other magnetic storage devices including removable thumb drives, etc.A connection may establish a computer-readable medium. Such connectionscan include, as examples, hard-wired cables including fiber optics andcoaxial wires and digital subscriber line (DSL) and twisted pair wires.Such connections may include wireless communication connectionsincluding infrared and radio.

Components included in one embodiment can be used in other embodimentsin any appropriate combination. For example, any of the variouscomponents described herein and/or depicted in the Figures may becombined, interchanged or excluded from other embodiments.

“A system having at least one of A, B, and C” (likewise “a system havingat least one of A, B, or C” and “a system having at least one of A, B,C”) includes systems that have A alone, B alone, C alone, A and I3together, A and C together, B and C together, and/or A, B, and Ctogether, etc.

Now specifically referring to FIG. 1, an example system 10 is shown,which may include one or more of the example devices mentioned above anddescribed further below in accordance with present principles. The firstof the example devices included in the system 10 is a consumerelectronics (CE) device such as an audio video device (AVD) 12 such asbut not limited to an Internet-enabled TV with a TV tuner (equivalently,set top box controlling a TV). However, the AVD 12 alternatively may bean appliance or household item, e.g, computerized Internet enabledrefrigerator, washer, or dryer. The AVD 12 alternatively may also be acomputerized Internet enabled (“smart”) telephone, a tablet computer, anotebook computer, a wearable computerized device such as e.g.computerized Internet-enabled watch, a computerized Internet-enabledbracelet, other computerized Internet-enabled devices, a computerizedInternet-enabled music player, computerized Internet-enabled headphones, a computerized Internet-enabled implantable device such as animplantable skin device, etc. Regardless, it is to be understood thatthe AVD 12 is configured to undertake present principles (e.g.communicate with other CE devices to undertake present principles,execute the logic described herein, and perform any other functionsand/or operations described herein).

Accordingly, to undertake such principles the AVD 12 can be establishedby some or all of the components shown in FIG. 1. For example, the AVD12 can include one or more displays 14 that may be implemented by a highdefinition or ultra-high definition “4K” or higher flat screen and thatmay be touch-enabled for receiving user input signals via touches on thedisplay. The AVD 12 may include one or more speakers 16 for outputtingaudio in accordance with present principles, and at least one additionalinput device 18 such as e.g. an audio receiver/microphone for e.g.entering audible commands to the AVD 12 to control the AVD 12. Theexample AVD 12 may also include one or more network interfaces 20 forcommunication over at least one network 22 such as the Internet, an WAN,an LAN, etc. under control of one or more processors 24 including. Agraphics processor 24A may also be included. Thus, the interface 20 maybe, without limitation, a Wi-Fi transceiver, which is an example of awireless computer network interface, such as but not limited to a meshnetwork transceiver. It is to be understood that the processor 24controls the AVD 12 to undertake present principles, including the otherelements of the AVD 12 described herein such as e.g. controlling thedisplay 14 to present images thereon and receiving input therefrom.Furthermore, note the network interface 20 may be, e.g., a wired orwireless modem or router, or other appropriate interface such as, e.g.,a wireless telephony transceiver, or Wi-Fi transceiver as mentionedabove, etc.

In addition to the foregoing, the AVD 12 may also include one or moreinput ports 26 such as, e.g., a high definition multimedia interface(HDMI) port or a USB port to physically connect (e.g. using a wiredconnection) to another CE device and/or a headphone port to connectheadphones to the AVD 12 for presentation of audio from the AVD 12 to auser through the headphones. For example, the input port 26 may beconnected via wire or wirelessly to a cable or satellite source 26 a ofaudio video content. Thus, the source 26 a may be, e.g., a separate orintegrated set top box, or a satellite receiver. Or, the source 26 a maybe a game console or disk player containing content that might beregarded by a user as a favorite for channel assignation purposesdescribed further below. The source 26 a when implemented as a gameconsole may include some or all of the components described below inrelation to the CE device 44.

The AVD 12 may further include one or more computer memories 28 such asdisk-based or solid-state storage that are not transitory signals, insome cases embodied in the chassis of the AVD as standalone devices oras a personal video recording device (PVR) or video disk player eitherinternal or external to the chassis of the AVD for playing back AVprograms or as removable memory media. Also, in some embodiments, theAVD 12 can include a position or location receiver such as but notlimited to a cellphone receiver, GPS receiver and/or altimeter 30 thatis configured to e.g. receive geographic position information from atleast one satellite or cellphone tower and provide the information tothe processor 24 and/or determine an altitude at which the AVD 12 isdisposed in conjunction with the processor 24. However, it is to beunderstood that another suitable position receiver other than acellphone receiver, GPS receiver and/or altimetermay be used inaccordance with present principles to e.g. determine the location of theAVD 12 in e.g. all three dimensions.

Continuing the description of the AVD 12, in some embodiments the AVD 12may include one or more cameras 32 that may be, e.g., a thermal imagingcamera, a digital camera such as a webcam, and/or a camera integratedinto the AVD 12 and controllable by the processor 24 to gatherpictures/images and/or video in accordance with present principles. Alsoincluded on the AVD 12 may be a Bluetooth transceiver 34 and other NearField Communication (NFC) element 36 for communication with otherdevices using Bluetooth and/or NFC technology, respectively. An exampleNFC element can be a radio frequency identification (RFID) element.

Further still, the AVD 12 may include one or more auxiliary sensors 37(e.g., a motion sensor such as an accelerometer, gyroscope, cyclometer,or a magnetic sensor, an infrared (IR) sensor, an optical sensor, aspeed and/or cadence sensor, a gesture sensor (e.g. for sensing gesturecommand), etc.) providing input to the processor 24. The AVD 12 mayinclude an over-the-air TV broadcast port 38 for receiving OTA TVbroadcasts providing input to the processor 24. In addition to theforegoing, it is noted that the AVD 12 may also include an infrared (IR)transmitter and/or IR receiver and/or IR transceiver 42 such as an IRdata association (IRDA) device. A battery (not shown) may be providedfor powering the AVD 12.

Still referring to FIG. 1, in addition to the AVD 12, the system 10 mayinclude one or more other CE device types. In one example, a first CEdevice 44 may be used to send computer game audio and video to the AVD12 via commands sent directly to the AVD 12 and/or through thebelow-described server while a second CE device 46 may include similarcomponents as the first CE device 44. In the example shown, the secondCE device 46 may be configured as a VR headset worn by a player 47 asshown. In the example shown, only two CE devices 44, 46 are shown, itbeing understood that fewer or greater devices may be used.

In the example shown, to illustrate present principles all three devices12, 44, 46 are assumed to be members of an entertainment network in,e.g., a home, or at least to be present in proximity to each other in alocation such as a house. However, present principles are not limited toa particular location, illustrated by dashed lines 48, unless explicitlyclaimed otherwise.

The example non-limiting first CE device 44 may be established by anyone of the above-mentioned devices, for example, a portable wirelesslaptop computer or notebook computer or game controller (also referredto as “console”), and accordingly may have one or more of the componentsdescribed below. The first CE device 44 may be a remote control (RC)for, e.g., issuing AV play and pause commands to the AVD 12, or it maybe a more sophisticated device such as a tablet computer, a gamecontroller communicating via wired or wireless link with the AVD 12, apersonal computer, a wireless telephone, etc.

Accordingly, the first CE device 44 may include one or more displays 50that may be touch-enabled for receiving user input signals via toucheson the display. The first CE device 44 may include one or more speakers52 for outputting audio in accordance with present principles, and atleast one additional input device 54 such as e.g. an audioreceiver/microphone for e.g. entering audible commands to the first CEdevice 44 to control the device 44. The example first CE device 44 mayalso include one or more network interfaces 56 for communication overthe network 22 under control of one or more CE device processors 58. Agraphics processor 58A may also be included. Thus, the interface 56 maybe, without limitation, a Wi-Fi transceiver, which is an example of awireless computer network interface, including mesh network interfaces.It is to be understood that the processor 58 controls the first CEdevice 44 to undertake present principles, including the other elementsof the first CE device 44 described herein such as e.g. controlling thedisplay 50 to present images thereon and receiving input therefrom.Furthermore, note the network interface 56 may be, e.g., a wired orwireless modem or router, or other appropriate interface such as, e.g.,a wireless telephony transceiver, or Wi-Fi transceiver as mentionedabove, etc.

In addition to the foregoing, the first CE device 44 may also includeone or more input ports 60 such as, e.g., a HDMI port or a USB port tophysically connect (e.g. using a wired connection) to another CE deviceand/or a headphone port to connect headphones to the first CE device 44for presentation of audio from the first CE device 44 to a user throughthe headphones. The first CE device 44 may further include one or moretangible computer readable storage medium 62 such as disk-based orsolid-state storage. Also in some embodiments, the first CE device 44can include a position or location receiver such as but not limited to acellphone and/or GPS receiver and/or altimeter 64 that is configured toe.g. receive geographic position information from at least one satelliteand/or cell tower, using triangulation, and provide the information tothe CE device processor 58 and/or determine an altitude at which thefirst CE device 44 is disposed in conjunction with the CE deviceprocessor 58. However, it is to be understood that another suitableposition receiver other than a cellphone and/or GPS receiver and/oraltimeter may be used in accordance with present principles to e.g.determine the location of the first CE device 44 in e.g. all threedimensions.

Continuing the description of the first CE device 44, in someembodiments the first CE device 44 may include one or more cameras 66that may be, e.g., a thermal imaging camera, a digital camera such as awebcam, and/or a camera integrated into the first CE device 44 andcontrollable by the CE device processor 58 to gather pictures/imagesand/or video in accordance with present principles. Also included on thefirst CE device 44 may be a Bluetooth transceiver 68 and other NearField Communication (NFC) element 70 for communication with otherdevices using Bluetooth and/or NFC technology, respectively. An exampleNFC element can be a radio frequency identification (RFID) element.

Further still, the first CE device 44 may include one or more auxiliarysensors 72 (e.g., a motion sensor such as an accelerometer, gyroscope,cyclometer, or a magnetic sensor, an infrared (IR) sensor, an opticalsensor, a speed and/or cadence sensor, a gesture sensor (e.g. forsensing gesture command), etc.) providing input to the CE deviceprocessor 58. The first CE device 44 may include still other sensorssuch as e.g. one or more climate sensors 74 (e.g. barometers, humiditysensors, wind sensors, light sensors, temperature sensors, etc.) and/orone or more biometric sensors 76 providing input to the CE deviceprocessor 58. In addition to the foregoing, it is noted that in someembodiments the first CE device 44 may also include an infrared (IR)transmitter and/or IR receiver and/or IR transceiver 78 such as an IRdata association (IRDA) device. A battery (not shown) may be providedfor powering the first CE device 44. The CE device 44 may communicatewith the AVD 12 through any of the above-described communication modesand related components.

The second CE device 46 may include some or all of the components shownfor the CE device 44. Either one or both CE devices may be powered byone or more batteries.

Now in reference to the afore-mentioned at least one server 80, itincludes at least one server processor 82, at least one tangiblecomputer readable storage medium 84 such as disk-based or solid-statestorage, and at least one network interface 86 that, under control ofthe server processor 82, allows for communication with the other devicesof FIG. 1 over the network 22, and indeed may facilitate communicationbetween servers and client devices in accordance with presentprinciples. Note that the network interface 86 may be, e.g., a wired orwireless modem or router, Wi-Fi transceiver, or other appropriateinterface such as, e.g., a wireless telephony transceiver

Accordingly, in some embodiments the server 80 may be an Internet or anentire server “farm” and may include and perform “cloud” functions suchthat the devices of the system 10 may access a “cloud” environment viathe server 80 in example embodiments for, e.g., network gamingapplications. Or, the server 80 may be implemented by one or more gameconsoles or other computers in the same room as the other devices shownin FIG. 1 or nearby.

The methods herein may be implemented as software instructions executedby a processor, suitably configured application specific integratedcircuits (ASIC) or field programmable gate array (FPGA) modules, or anyother convenient manner as would be appreciated by those skilled inthose art. Where employed, the software instructions may be embodied ina non-transitory device such as a CD ROM or Flash drive. The softwarecode instructions may alternatively be embodied in a transitoryarrangement such as a radio or optical signal, or via a download overthe Internet.

FIG. 2 shows a specific example system that may be implemented by any ofthe devices and components described above. A first player 200 of an ARor VR computer game may use a gaming implement such as a headset 201such as is embodied by the CE device 46 of FIG. 1 and/or as furthershown in a specific non-limiting example in FIG. 2. The headset 201 mayinclude one or more cameras 202 that can image the eyes of the player200 as well as one or more microphones 204 that can detect sound such asspeech from the player 200. The camera 202 and microphone 204 maycommunicate with one or more processors 206 accessing one or morecomputer storages 208 consistent with principles herein to outputvisible information on one or more displays 210 and/or speakers 212. Theprocessor 206 may receive input from a key entry device 214 such as butnot limited to a computer game controller, keyboard, keypad, etc. Anindicator 216 such as a lamp or icon on a display may be provided forpurposes to be shortly disclosed.

The processor 206 may communicate, via a wired or wireless transceiversuch as any of those shown in FIG. 1 and described above, with a source218 of player locations to receive information regarding the virtuallocations of other players in a VR scenario or the actual physicallocations of other players in an AR scenario. The source 218 may beimplemented by, e.g., a computer game console. Note that the playerlocations may include specific eye locations that can be determined, inthe AR scenario, using a position sensor such as a GPS sensor closelyjuxtaposed with the eyes, e.g., as may be mounted on a headset. In VRscenarios the locations of the players' eyes typically are modeled bythe game and displayed on the headsets or other displays of otherplayers.

A second player 219 in the game being played by the first player 200 maywear a headset 220 or other gaming implement that in all substantialrespects may be identical to the gaming implement 201 of the firstplayer 200. Additional players may be similarly provided for. The secondheadset 220 likewise receives player location information from thesource 218.

With the above in mind, attention now turns to FIG. 3. Commencing atblock 300, mutual eye contact between the first and second players 200,219 is detected by one or more of the processors shown and describedherein. This may be done using eye tracking of each player based onimages from the cameras in the headsets, which are processed using imagerecognition to, e.g., determine, from the relativelocations/orienta.tions of the pupils of the eyes, the directions inwhich the players are looking. In AR scenarios the direction of gaze ofthe first player 200 is compared to the actual physical location of thesecond player 219 including the eyes of the second player 219 as may bereceived, e.g., from the source 218 in FIG. 2, to determine whether thegaze of the first player is directed at the second player 219 and insome examples is directed at the eyes of the player 219 when eyelocation specifically is known. In other implementations of lessgranularity, a general player location can be used as a proxy for eyelocation, In VR scenarios, the actual direction of gaze of the firstplayer 200 is transformed to the VR world to determine which object thefirst player is looking at. If the object is located at the position ofthe emulated eyes of the second player 219, then the first player isdetermined to be looking at the eyes of the second player regardless ofthe real-world head and eye orientations of the first and secondplayers.

The gaze of the second player 219 is similarly determined to identifywhether the second player is looking at the first player 200. When it isdetermined that the players 200, 219 are mutually looking into eachother's eyes, mutual eye contact at block 300 is identified.

If desired, the logic may move from block 300 to block 302 to detectvisual cues in the eye contact between the players. These clues mayinclude, e.g., the length of time mutual eye contact is held, eyesignals such as winking or blinking, etc. Moreover, if desired the logicmay move to block 304 to determine whether verbal cues related toensuing logic are received as may be detected by, e.g., the microphonesdescribed in reference to FIG. 2.

In any case, once mutual eye contact between the players 200, 219 isdetected at block 300 and accommodating any visual and/or verbal cluesas may be implemented, the logic moves to decision diamond 306 todetermine whether the mutual eye contact in light of visual and/orverbal clues correlates to the opening of a communication channelbetween the players 200, 219, such as a private chat channel. in someembodiments mutual eye contact is all that is needed to open thecommunication channel. In other embodiments the communication channel isestablished only if mutual eye contact is held for a threshold timeperiod (as an example of a visual cue). In some embodiments thecommunication channel is established only so long as mutual eye contactis held (as another example of a visual cue). In some embodiments thecommunication channel is established only if a confirmation word isreceived at block 304, as an example of a verbal cue. Also, in someembodiments, mutual eye contact of the players and a mutual gesture suchas a mutual head nod may be used to open the communication channel (asanother example of a visual cue). Additionally, aside from visual andverbal cues, a friends list may also be used so that, for example,mutual eye contact of the players and also the players being on eachother's respective social media or gaming friends list may be used as atrigger to open the communication channel.

Responsive to determining that the results of block 300 and, whenprovided, the results of blocks 302 and/or 304 correlate to establishinga communication channel, a communication channel such as a private chatchannel is established at block 308. The indicator 216 shown in FIG. 2may be activated to indicate that the communication channel is open, andan audio cue may also be presented to the players to indicate that thecommunication channel is open (e.g., a “walkie talkie” static sound).The communication channel may be a voice-implemented private channelthat conveys words spoken by one player into his or her microphone tothe speakers of the headset of the other player, potentially withpresenting transcribed text of the voice on a display and withoutconveying the spoken words to other players that are not included in thechannel. In addition, or alternatively, the communication channel may bea key entry channel in which a player may, for instance, manipulate thekey entry device of his or her game implement to input text messages,which are presented on the display of the other player. These are buttwo examples of how to implement a communication channel consistent withpresent principles.

Decision diamond 310 indicates that if desired, a third person may beadmitted to the communication channel at block 31.2 responsive to adetermination that at least one and in some embodiments both the firstand second players 200, 219 are looking toward the third person. Ifdesired, additional conditions may be implemented to grant access to thethird person to the communication channel. For example, both players200, 219 looking at the third player plus audio confirmation and/or thethird player being on a friend list may be required to grant the thirdplayer access to the channel.

Decision diamond 314 indicates that it may be identified whether thecommunication channel should be terminated, and if so the process endsat state 316. As an example, to terminate the channel various patternsof eye blinking may be used (e.g., two blinks within a threshold time),or a simple look away from the other player may be used, as well asverbal commands or key entry commands such as a verbal “hold on” commandor selection of a predefined key, respectively. Selection of a selectorthat is part of a graphical user interface (GUI) presented on theheadset display or the display of another device may also be used toterminate the communication channel. Additionally, in embodiments wherethe communication channel is established if mutual eye contact is heldfor the threshold time period referenced above and then the players canlook elsewhere while the communication channel is still maintained,mutual eye contact being established again subsequent to the playerslooking elsewhere may be used to terminate the communication channel.Additionally, or alternatively, a mutual head nod while the channel isopen may be used to terminate the channel.

In some implementations the audio volume of speech from one player toanother over the channel may be amplified at block 318 based on eyetracking/mutual eye contact, and/or based on distance between theplayers with more amplification being used for less distance, orvice-versa. Additionally, virtual ears of one of the players asrepresented to the other player may appear progressively bigger to theother player the closer the distance between the players (in real orvirtual space) while the channel is maintained. Note that particularlyfor AR scenarios the depicted lips of a player would not be renderedwith voice chat to correspond to the voice chat.

If a player leaves the room, the communication channel may beterminated, or in other examples it may be maintained. When key entry isused, a press and hold of shift can be used or the toggling of acapitals key can be used to indicate that the channel should remainestablished.

The above logic may be executed by any one or more of the processorsdescribed herein in cooperation with one or more other processors incommunication there with.

FIG. 4 illustrates an example user interface 400 that may be presentedon speakers and/or displays of the players 200, 219, such as headsetspeakers/displays. The UI 400 illustrates a chat between two playersnamed Sam and Jim.

FIG. 5 illustrates an example graphical user interface (GUI) 500 thatmay be presented on a headset display as part of an AR or VR setting inaccordance with present principles. The AR or VR setting may beestablished by a video game as shown, though other settings such as ARinteractions in a social setting are also envisioned. In any case, theGUI 500 may include an asterisk icon 502 as well as text 504 thatindicates that a private communication channel with another player hasbeen established and/or is being maintained. In some embodiments, one orboth of the icon 502 and text 504 may be presented on the headsetdisplay in a green color to indicate the private communication channel.

A terminate selector 506 may also be presented as part of the GUI 500and may be selectable to terminate the private communication channel.The terminate selector 506 may be selected by the wearer of the headsetby looking at the selector 506 for a threshold non-zero amount of time,as detected by the headset using eye tracking. Touch input or a verbalcommand may also be used to select the selector 506.

Still further, a window 508 showing a video feed of another player'sreal or virtual face may be presented. In some embodiments, the window508 may only be presented when the private communication channel isestablished and while it is maintained to indicate the privatecommunication channel, a.nd otherwise it may not be presented. in otherembodiments, the private communication channel may be established basedon each player looking at their respective indow 508 showing the videofeed of the other respective player and the channel may be terminatedresponsive to at least one of the players looking away from therespective window 508 as presented at his/her respective headset. Instill other embodiments, the private communication channel itself may beestablished based on mutual eye contact alone and/or the other methodsas described herein, but audio spoken by the wearer of the headset mayonly be sent from the headset to the other player as part of the privatecommunication channel when the wearer of the headset looks at the window508, as detected by the headset using eye tracking.

While particular techniques and machines are herein shown and describedin detail, it is to be understood that the subject matter which isencompassed by the present invention is limited only by the claims.

What is claimed is:
 1. A storage device comprising: at least computer medium that is not a transitory signal and that comprises instructions executable by at least one processor to: identify that a first user in a virtual reality (VR) or augmented reality (AR) setting has made mutual eye contact with a second user in the VR or AR setting; and responsive to identifying that the first and second users have made mutual eye contact, establish a communication channel between the first and second users.
 2. The storage device of claim 1, wherein the communication channel comprises a private chat channel.
 3. The storage device of claim 1, wherein the instructions are executable to maintain the communication channel only as long as the first and second users are identified as having mutual eye contact with each other
 4. The storage device of claim 1, wherein the instructions are executable to establish the communication channel responsive to a determination that the first and second users are identified as having mutual eye contact with each other for at least a non-zero time period.
 5. The storage device of claim 1, wherein the instructions are executable to terminate the communicationchannel responsive to a verbal cue.
 6. The storage device of claim 1, wherein the instructions are executable to terminate the communication channel responsive to a signal imparted by one or more eyes of at least one of the users.
 7. The storage device of claim 1, wherein the instructions are executable to allow a third user to access the communication channel responsive to identifying that at least one of the first and second users is looking at the third user.
 8. The storage device of claim 1, wherein the setting is an AR setting, and identifying that the first user has made mutual eye contact with the second user comprises determining that the first user has looked toward a physical location of the second user.
 9. The storage device of claim 1, wherein the setting is a VR setting, and identifying that the first user has made mutual eye contact with the second user comprises determining that the first user has looked toward a virtual location of the second user in VR space.
 10. A method, comprising: using player-to-player eye contact to identify whether a first player in an augmented reality (AR) or virtual reality (VR) game has established mutual eye contact with a second player; and responsive to identifying that mutual eye contact has been established between the first and second players, establish a communication channel between the first and second players.
 11. The method of claim 10, wherein the communication channel comprises a private chat channel.
 12. The method of claim 10, comprising maintaining the communication channel only as long as the first and second players are identified as having mutual eye contact with each other.
 13. The method of claim 10, comprising establishing the communication channel responsive to a determination that the first and second players are identified as having mutual eye contact with each other for at least a non-zero time period.
 14. The method of claim 10, comprising allowing a third player to access the communication channel responsive to identifying that the first and second players are both looking at the third player.
 15. The method of claim 10, wherein the game is an AR game, and identifying that the first player has made mutual eye contact with the second player comprises determining that the first player has looked toward a physical location of the second player.
 16. The method of claim 10, wherein the game is a VR game, and identifying that the first player has made mutual eye contact with the second player comprises determining that the first player has looked toward a virtual locationof the second player in VR space.
 17. A system, comprising: at least a first augmented reality (AR) or virtual reality (VR) headset wearable by a first user; at least a second AR or VR headset wearable by a second user; respective cameras configured to produce image signals of the eyes of the first and second users; and at least one processor configured with instructions for: executing eye tracking using the image signals to render an output; and establishing at least a communication channel between the first and second users responsive to the output satisfying at least one criteria.
 18. The system of claim 17, wherein the instructions are executable for: maintaining the communication channel only as long as the first and second users are identified as having mutual eye contact ith each other.
 19. The system of claim 17, wherein the instructions are executable for establishing the communication channel responsive to a determination that the first and second users are identified as having mutual eye contact with each other for at least a non-zero time period.
 20. The system of claim 17, wherein the instructions are executable for allowing a third user to access the communication channel responsive to identifying that the first and second users are both looking at the third user. 